L L4D2node

CTEBeamRingPoint::CTEBeamRingPoint

0x00af8b70 · 109 bytes · __thiscall

_ZN16CTEBeamRingPointC1EPKc

Decompiled

undefined (2 params)

/* CTEBeamRingPoint::CTEBeamRingPoint(char const*) */

void __thiscall CTEBeamRingPoint::CTEBeamRingPoint(CTEBeamRingPoint *this,char *param_1)

{
  CTEBaseBeam::CTEBaseBeam((CTEBaseBeam *)this,param_1);
  *(undefined ***)this = &PTR_GetServerClass_00d3afc8;
  if (((*(float *)(this + 0x48) != 0.0) || (*(float *)(this + 0x4c) != 0.0)) ||
     (*(float *)(this + 0x50) != 0.0)) {
    *(undefined4 *)(this + 0x48) = 0;
    *(undefined4 *)(this + 0x4c) = 0;
    *(undefined4 *)(this + 0x50) = 0;
  }
  if (*(float *)(this + 0x54) != 0.0) {
    *(undefined4 *)(this + 0x54) = 0;
  }
  if (*(float *)(this + 0x58) != 0.0) {
    *(undefined4 *)(this + 0x58) = 0;
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)